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Does Anyone Not Finish Games They Purchase?

Games AeroGP has bought (or received), yet has not finished:
Super Mario Galaxy (Wii)
Final Fantasy X (PS2)
Star Ocean: 'Till the end of Time (PS2)
Tales of the Abyss (PS2)
Final Fantasy Tactics A2: Grimoire of the Rift (DS)
Megaman ZX (DS)


The only reason I haven't beat them is because my brother ended up finishing them first, so I lost all motivation to play to the end. The only exceptions to this are Final Fantasy X and Star Ocean 3, which naturally I'm getting around to beating.

How much time do you spend on the computer?

From the moment I wake up, to the moment I go to bed. And I sleep 8-10 hours a day, so that's about 16 hours everyday except 1st and 4th Sunday.

How do some of you complete games so fast?

I won't elaborate on the ways, but I will say that I am very much alike to Craze when it comes to this. That plus "endless improvement" loop = phail. =/

How do you feel about games with a lot of secondary characters?

@GreatRedSpirit:
I've never really questioned Elmdor's involvement. When I first had FFT, it was a rental and I didn't make it past the end of Chapter 2 before I had to bring the game back. Despite seeing Elmdor again briefly at the beginning of Chapter 3, it didn't dawn on me that this guy who's attacking me at Riovannes is the same guy I fucking risked my life to save as my first priority mission in Chapter 1. Thus, the huge plot point really flew past me.

When I finally came to that realization, though, it didn't bother me much. You've only recently been branded a heretic by the church after killing a priest who used 'holy stones' to become the devil. Your brothers have disowned you, you're not even particularly on good terms with your best friend, either, and anyone who has gotten wind that you're a heretic wants your head for dessert. This really isn't surprising to me. I mean, It's not even the first time, at the end of a chapter, you're forced to kill a prentious cock you once saved... (although you don't get to fully kill Elmdor... yet)

So yeah, I accept "ha ha, I'm evil now" as perfectly legitimate. Pretty much everyone that didn't join your party or was emotionally involved with a potential party member was plain evil (Dycedarg) or was equally as vulnerable as you, as if he/she was holding a sign up saying "Please kill me." (Zalbag... poor, poor Zalbag) The exception to this, of course, is Galfgarion... what a pain in the ass for anyone who didn't know about him beforehand...

Tic Tac toe, Classic Tic Tac toe (Complete Game) Rpg maker 2003

@GameOverGames Productions: Center, bottom right, bottom left, bottom center.
Might want to get that checked...

Honest Challenge, and Positive Reinforcement

As I mentioned earlier, that's not easy to do. Even if you could find a happy medium, players that associate the cost of replay with genuine challenge are likely not to compromise on that experience. It's all rooted in the player's perception of what makes a game fun for them. Someone who plays games like Mega Man on a daily basis may come to anticipate having to go through the motions every time they lose, and feel alienated when that process is not there.

The real question is whether allowing this is fundamentally wrong. Shadowtext's basis for believing so is that the other 80% of people who play games are forced to fight with the 20% who like the masochism for the attention of developer's support, and that's unfair.

In my opinion, it's one thing if you don't care about catering to as wide an audience as possible, but it's another to call that "bad game design." If "wussies" want to play your game and succeed at it, why deny them the right? Some preconceived elitist notion that they shouldn't be playing in the first place, or should be reading a book instead?

What kind of weapon would you use?

Aren't we supposed to be picking weapons that were produced before guns were invented?

I'd wield a standard Halberd and have a huge stash of throwing knifes hidden for good measure. I'd pierce their eyes so they wouldn't see me cut their fighting arm off, and they'd simply die from the excessive bleeding.

Honest Challenge, and Positive Reinforcement

Removing tedium is hard. Developers have been using it for so long as a means to artificially increase difficulty, most gamers find it interchangeable with "challenge" or can't really tell the difference anymore. Furthermore, the biggest flaw in the kind of positive reinforcement you're suggesting, Shadow (even though I completely agree with you), is that most players anticipating challenge want their objectives on auto-pilot. If they're forced to look for the challenge or make it for themselves, they're likely not to notice it and will eventually stop playing. They'd rather it be a natural part of the game than something optional they can invest their time in.

Where's Your Username From?

I had a brief fascination with the suffix "aero-" and fashioned a name out of it whilst Digimon was still good (TamerAeron). The GP was tacked on when I got into making games, and has held several different meanings over the years since. So no, before you ask, it's not based on the motorsports series of the same name. That's a coincidence.

It'd probably be easy to guess what the "GP" means nowadays...

What annoys you in a game?

author=GoldenYoshi link=topic=2479.msg58237#msg58237 date=1232877575
-Levelling up. That the main reason I don't love RPGs.

It's hard to represent immaterial growth without a leveling system. Usually, you end up with some kind of puzzle-type gameplay that you'd never pick up again after you beat it.